Ray Casting. Simplest shading approach is to perform independent lighting calculation for every pixel


 Alexander Conley
 1 years ago
 Views:
Transcription
1 Ray Casting Simplest shading approach is to perform independent lighting calculation for every pixel ) ) ( ) ( ( = i i n i S i i D AL A E I R V K I L N K I K I I
2 Polygon Rendering Methods Given a freeform surface, one usually approximates the surface as a polyhedra. How do we calculate in practice the illumination at each point on the surface? Applying the illumination model at each surface point is computationally expensive.
3 Polygon Shading Can take advantage of spatial coherence Illumination calculations for pixels covered by same primitive are related to each other ) ) ( ) ( ( = i i n i S i i D AL A E I R V K I L N K I K I I
4 Piecewise linear approximation
5 Polygonal Approximation
6 Smooth Shading
7 Polygon Shading Algorithms Wireframe Flat Gouraud Phong Watt Plate 7
8 Flat Shading What if a faceted object is illuminated only by directional light sources and is either diffuse or viewed from infinitely far away One illumination calculation per polygon Assign all pixels inside each polygon the same color
9 Flat Shading A fast and simple method. Gives reasonable result only if all of the following assumptions are valid: The object is really a polyhedron. Light source is far away from the surface so that N L is constant over each polygon. Viewing position is far away from the surface so that V R is constant over each polygon. L V
10 Flat Shading Objects look like they are composed of polygons OK for polyhedral objects Not so good for ones with smooth surfaces
11 Gouraud Shading Produces smoothly shaded polygonal mesh Piecewise linear approximation Need fine mesh to capture subtle lighting effects Flat Shading Gouraud Shading
12 Polygon Smooth Shading
13 Gouraud Shading What if smooth surface is represented by polygonal mesh with a normal at each vertex? ) ) ( ) ( ( = i i n i S i i D AL A E I R V K I L N K I K I I Watt Plate 7
14 Gouraud Shading Smooth shading over adjacent polygons Curved surfaces Renders the polygon surface by linearly interpolating intensity values across the surface. Mesh with shared normals at vertices Watt Plate 7
15 Gouraud Shading One lighting calculation per vertex Assign pixels inside polygon by interpolating colors computed at vertices
16 Gouraud Shading 1. Determine the average unit normal at each polygon vertex. 2. Apply an illumination model to each vertex to calculate the vertex intensity. 3. Linearly interpolate the vertex intensities over the surface polygon.
17 The normal vector at a vertex The normal N v of a vertex is an average of all neighboring normals: N v = k k N N k k Which is simply the following normalized vector: N v = k Nk
18 Bilinear by three linear interpolations y I 3 I 1 I P scan line I 2 x Two linear interpolations along the yaxis, and one along the xaxis.
19 Linear Interpolation w 2 I b w 1 I I a I b I = w2 Ia + w1 I b I = w ) 2I a + ( 1 w2 I b I = w I I ) + 2 ( a b I b I a w1 w2
20 Bilinear Interpolation Bilinearly interpolate colors at vertices down and across scan lines
21 Bilinear Interpolation Ia = (Ys  Y2) / (Y1  Y2) * I1 + (Y1  Ys) / (Y1  Y2) * I2 Ib = (Ys  Y3) / (Y1  Y3) * I1 + (Y1  Ys) / (Y1  Y3) * I3 Ip = (Xb  Xp) / (Xb  Xa) * Ia + (Xp  Xa) / (Xb  Xa) * Ib
22 Gouraud Shading of a sphere
23 Phong Shading A more accurate method for rendering a polygon surface is to interpolate normal vectors, and then apply the illumination model to each surface point.
24 Flat Gouraud Phong
25 Phong Shading 1. Determine the average unit normal at each polygon vertex. 2. Linearly interpolate the vertex normals over the surface polygon. 3. Apply the illumination model along each scan line to calculate pixel intensities for each surface point.
26 Phong Shading What if polygonal mesh is too coarse to capture illumination effects in polygon interiors? ) ) ( ) ( ( = i i n i S i i D AL A E I R V K I L N K I K I I
27 Phong Shading One lighting calculation per pixel; Approximate surface normals for points inside polygons by bilinear interpolation of normals from vertices
28 Phong Shading Bilinearly interpolate surface normals at vertices down and across scan lines
29 Flat Shading Gouraud Shading Phong Shading
30 Diffuse surface With additional specular component
31 Polygon Shading Algorithms Wireframe Flat Gouraud Phong Watt Plate 7
32 Shading Issues Problems with interpolated shading: Polygonal silhouettes Perspective distortion Orientation dependence (due to bilinear interpolation) Problems at Tvertices Problems computing shared vertex normals
33 One shade or color for the entire object, e.g., there really is no shading being done A Pixar Shutterbug example image with faceted shading.
34 A Pixar Shutterbug example image with faceted shading. A Pixar Shutterbug example image with Gouraud shading and no specular highlights.
35 A Pixar Shutterbug example image with Gouraud shading and no specular highlights. A Pixar Shutterbug example image with Gouraud shading and specular highlights.
36 Summary 2D polygon scan conversion with a sweepline algorithm Flat Gouraud Phong Less expensive More accurate
37 Global Illumination In the real world light is everywhere. Reflects in every direction from every surface onto every surface. Anywhere in the world, light comes from infinite directions around. In the lighting equation we used the Ambient intensity to approximate this.
38 Ambient Occlusion Full GI still too expensive for full feature film. Ambient Occlusion is used in most modern films to simulate indirect lighting in an overcast day. Usually, rendered separately and baked as texture or 3D data that modifies values of direct lighting.
39
40
41 AO  advantages Much cheaper than GI. Usually does not depend on lighting, looks ok with most light settings. Can be computed once for each scene and reused for every frame.
42
43
44
45
46
47
48
49
50 Three Point Lighting Basic and commonly used lighting technique 1. Key light 2. Fill light 3. Back light
51 Key light Creates the subject's main illumination, and defines the most visible lighting and shadows. Simulates main source of illumination
52 Fill light Softens and extends the illumination, simulates secondary light sources At most, half as bright as your key light, usually, casts no shadow
53 Back light creates a "defining edge" to help visually separate the subject from the background
Polygon Scan Conversion & Shading
3D Rendering Pipeline (for direct illumination) Polygon Scan Conversion & Shading Greg Humphreys CS445: Intro Graphics University of Virginia, Fall 2004 3D Primitives 3D Modeling Coordinates Modeling Transformation
More informationIllumination Models and Shading. Foley & Van Dam, Chapter 16
Illumination Models and Shading Foley & Van Dam, Chapter 16 Illumination Models and Shading Light Source Models Ambient Illumination Diffuse Reflection Specular Reflection Polygon Rendering Methods Flat
More informationComputer Graphics: Visualisation Lecture 3. Taku Komura Institute for Perception, Action & Behaviour
Computer Graphics: Visualisation Lecture 3 Taku Komura tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour Taku Komura Computer Graphics & VTK 1 Last lecture... Visualisation can be greatly
More informationIllumination Models for Graphics CS 211A
Illumination Models for Graphics CS 211A Can be very complex The incoming light can come from a source, or bouncing off another object, or after multiple bounces Sources can be extended Multiple interactions
More informationComputer Applications in Textile Engineering. Computer Applications in Textile Engineering
3. Computer Graphics Sungmin Kim http://latam.jnu.ac.kr Computer Graphics Definition Introduction Research field related to the activities that includes graphics as input and output Importance Interactive
More information9. Illumination and Shading
1289. Illumination and Shading Approaches for visual realism: 1. Remove hidden surfaces 2. Shade the visible surfaces and reproduce shadows 3. Reproduce surface properties: texture degree of transparency,
More informationHow to Compute Lighting? Visual Appearance. Diffuse Reflection. Local Lighting Model. i = i amb + i diff + i spec. i diff = ( n l)m diff s diff
How to Compute Lighting? Visual Appearance light Geometr blue Simple Lighting Models Fog Models Gamma Correction Transparenc and Alpha Blending red green Compute lighting at vertices, then interpolate
More informationA Short Introduction to Computer Graphics
A Short Introduction to Computer Graphics Frédo Durand MIT Laboratory for Computer Science 1 Introduction Chapter I: Basics Although computer graphics is a vast field that encompasses almost any graphical
More informationBooks. CS155b Computer Graphics. Homework. Additional References. Syllabus. Goals
CS155b Computer Graphics Instructor: Giovanni Motta (gim@ieee.org) Volen, Room #255. Phone: x62718 Class: Mon. and Wed. from 5 to 6:30pm Abelson #131 Teaching Assistants: Anthony Bucci (abucci@cs) John
More informationIllumination Models and Shading. Illumination Models and Shading. Illumination Model Parameters. Illumination Models. Light Source Models
llumination Models and Shading Fole & Van Dam, Chapter 6 llumination Models and Shading ight Source Models Ambient llumination Polgon Rendering Methods Flat Shading Gouraud Shading Phong Shading llumination
More informationComputer Graphics. Introduction. Computer graphics. What is computer graphics? YungYu Chuang
Introduction Computer Graphics Instructor: YungYu Chuang ( 莊 永 裕 ) Email: c@csie.ntu.edu.tw Office: CSIE 527 Grading: a MatchMove project Computer Science ce & Information o Technolog og YungYu Chuang
More informationWe have learnt that the order of how we draw objects in 3D can have an influence on how the final image looks
Review: Last Week We have learnt that the order of how we draw objects in 3D can have an influence on how the final image looks Depthsort Zbuffer Transparency Orientation of triangle (order of vertices)
More informationIllumination Models III: Polygon Shading
Illumination Models III: Polygon Shading Shading algorithms apply lighting models to polygons, through interpolation from the vertices. OpenGL uses the present state to compute vertex colors, using the
More informationMonash University Clayton s School of Information Technology CSE3313 Computer Graphics Sample Exam Questions 2007
Monash University Clayton s School of Information Technology CSE3313 Computer Graphics Questions 2007 INSTRUCTIONS: Answer all questions. Spend approximately 1 minute per mark. Question 1 30 Marks Total
More informationINTRODUCTION TO RENDERING TECHNIQUES
INTRODUCTION TO RENDERING TECHNIQUES 22 Mar. 212 Yanir Kleiman What is 3D Graphics? Why 3D? Draw one frame at a time Model only once X 24 frames per second Color / texture only once 15, frames for a feature
More informationShading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall 2013. Required: Shirley, Chapter 10
Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2013 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D obects in their local coordinate systems into a
More informationImage Synthesis. Ambient Occlusion. computer graphics & visualization
Image Synthesis Ambient Occlusion Ambient Occlusion (AO) Ambient Occlusion approximates the diffuse illumination of a surface based on its directly visible occluders Idea: Trace rays through the normaloriented
More informationIntroduction to Computer Graphics
Introduction to Computer Graphics Torsten Möller TASC 8021 7787822215 torsten@sfu.ca www.cs.sfu.ca/~torsten Today What is computer graphics? Contents of this course Syllabus Overview of course topics
More informationCS445 Exam 2 Solutions
November 20, 2014 Name CS445 Exam 2 Solutions Fall 2014 1. (max = 15) 5. (max = 21) 2. (max = 8) 6. (max = 16) 3. (max = 10) 7. (max = 16) 4. (max = 14) Final Score: (max=100) Please try to write legibly.
More informationArchitecture of a Graphics Pipeline. 6 February 2007 CMPT370 Dr. Sean Ho Trinity Western University
Architecture of a Graphics Pipeline 6 February 2007 CMPT370 Dr. Sean Ho Trinity Western University Review last time Visual computing: Computer graphics and image analysis Objectives of visual computing
More informationMapping and Rendering
Mapping and Rendering When rendering models using software, certain elements can be applied to create a higher level of realism. Some of these are listed below; Bump map Texture map Displacement map Lighting
More informationPolygon Rendering. Uses Phong Reflectance. Phong Rendering (Many slides adapted from Amitabh Varshney). Flat Rendering
Polygon Rendering Flat Rendering Goraud Rendering Uses Phong Reflectance Phong Rendering (Many slides adapted from Amitabh Varshney). Flat Rendering One normal per triangle Constant color per triangle
More informationCUBEMAP DATA STRUCTURE FOR INTERACTIVE GLOBAL ILLUMINATION COMPUTATION IN DYNAMIC DIFFUSE ENVIRONMENTS
ICCVG 2002 Zakopane, 2529 Sept. 2002 Rafal Mantiuk (1,2), Sumanta Pattanaik (1), Karol Myszkowski (3) (1) University of Central Florida, USA, (2) Technical University of Szczecin, Poland, (3) Max PlanckInstitut
More informationComputer Graphics. Course SS 2007 Antialiasing. computer graphics & visualization
Computer Graphics Course SS 2007 Antialiasing How to avoid spatial aliasing caused by an undersampling of the signal, i.e. the sampling frequency is not high enough to cover all details Supersampling 
More informationShadow Algorithms. Image Processing and Computer Graphics. Matthias Teschner. Computer Science Department University of Freiburg
Image Processing and Computer Graphics Shadow Algorithms Matthias Teschner Computer Science Department University of Freiburg University of Freiburg Computer Science Department Computer Graphics  1 Outline
More informationSkillsUSA 2014 Contest Projects 3D Visualization and Animation
SkillsUSA Contest Projects 3D Visualization and Animation Click the Print this Section button above to automatically print the specifications for this contest. Make sure your printer is turned on before
More informationPrecomputing Lighting in Games. David Larsson Autodesk Inc.
Precomputing Lighting in Games David Larsson Autodesk Inc. What is baked lighting? Precompute lighting information for static scenes and lights Typically baked to Vertices Textures Light probe points
More informationShading with Shaders. Computer Graphics, VT 2015 Lecture 6
Shading with Shaders Computer Graphics, VT 2015 Lecture 6 Johan Nysjö Centre for Image analysis Swedish University of Agricultural Sciences Uppsala University Today's topics Shading in modern OpenGL Pervertex
More informationRadiosity Rendering. Chapter 5. References. 5.1 Radiosity
Chapter 5 Radiosity Rendering References As you read the following, you may find the following summary helpful. In particular it contains some nice illustrations. http://www.siggraph.org/education/materials/hypergraph/radiosity/radiosity.htm
More informationUsing RenderMan for ray tracing and global illumination in complex scenes
Using RenderMan for ray tracing and global illumination in complex scenes Per Christensen Pixar Animation Studios DTU, June 2005 Overview Pixar and Pixar movies RenderMan Recent research: ray tracing and
More informationCSE 167: Lecture #18: Deferred Rendering. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Lecture #18: Deferred Rendering Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Thursday, Dec 13: Final project presentations
More informationIntroduction to Computer Graphics 8. Buffers and Mapping techniques (A)
Introduction to Computer Graphics 8. Buffers and Mapping techniques (A) National Chiao Tung Univ, Taiwan By: IChen Lin, Assistant Professor Textbook: Hearn and Baker, Computer Graphics, 3rd Ed., Prentice
More informationImage Processing and Computer Graphics. Texture Mapping. Matthias Teschner. Computer Science Department University of Freiburg
Image Processing and Computer Graphics Texture Mapping Matthias Teschner Computer Science Department University of Freiburg Motivation adding perpixel surface details without raising the geometric complexity
More informationHi everyone, my name is Michał Iwanicki. I m an engine programmer at Naughty Dog and this talk is entitled: Lighting technology of The Last of Us,
Hi everyone, my name is Michał Iwanicki. I m an engine programmer at Naughty Dog and this talk is entitled: Lighting technology of The Last of Us, but I should have called it old lightmaps new tricks 1
More informationShading. Reading. Pinhole camera. Basic 3D graphics. Brian Curless CSE 557 Fall 2014. Required: Shirley, Chapter 10
Reading Required: Shirley, Chapter 10 Shading Brian Curless CSE 557 Fall 2014 1 2 Basic 3D graphics With affine matrices, we can now transform virtual 3D objects in their local coordinate systems into
More informationRay tracing for the movie Cars
Ray tracing for the movie Cars Per Christensen Pixar Animation Studios Ayia Napa Seminar, June 2006 Cars challenges Animation: cars that move, talk, think Rendering: geometric complexity ray tracing: reflections,
More informationCOMP557: Fundamentals of Computer Graphics McGill University, Fall 2010
COMP557: Fundamentals of Computer Graphics McGill University, Fall 2010 Class times 2:25 PM  3:55 PM Mondays and Wednesdays Lecture room Trottier Building 2120 Instructor Paul Kry, kry@cs.mcgill.ca Course
More informationLezione 4: Grafica 3D*(II)
Lezione 4: Grafica 3D*(II) Informatica Multimediale Docente: Umberto Castellani *I lucidi sono tratti da una lezione di Maura Melotti (m.melotti@cineca.it) RENDERING Rendering What is rendering? Rendering
More informationThe Close Objects Buffer: A Sharp Shadow Detection Technique for Radiosity Methods
The Close Objects Buffer: A Sharp Shadow Detection Technique for Radiosity Methods A.C. Telea, C.W.A.M. van Overveld Department of Mathematics and Computing Science Eindhoven University of Technology P.O.
More informationClipping polygons the SutherlandHodgman algorithm
Clipping polygons would seem to be quite complex. Clipping polygons would seem to be quite complex. single Clipping polygons would seem to be quite complex. single Clipping polygons would seem to be quite
More informationDeferred Shading & Screen Space Effects
Deferred Shading & Screen Space Effects State of the Art Rendering Techniques used in the 3D Games Industry Sebastian Lehmann 11. Februar 2014 FREESTYLE PROJECT GRAPHICS PROGRAMMING LAB CHAIR OF COMPUTER
More informationImagebased Lighting in Lightwave 3D
Imagebased Lighting in LightWave Page 1 of 4 Imagebased Lighting in Lightwave 3D 2001 Lightwave 3D Background The Lightwave 3D renderer is one of the most widely used in Film and Broadcast production
More informationREALTIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS
REALTIME IMAGE BASED LIGHTING FOR OUTDOOR AUGMENTED REALITY UNDER DYNAMICALLY CHANGING ILLUMINATION CONDITIONS Tommy Jensen, Mikkel S. Andersen, Claus B. Madsen Laboratory for Computer Vision and Media
More informationH.Calculating Normal Vectors
Appendix H H.Calculating Normal Vectors This appendix describes how to calculate normal vectors for surfaces. You need to define normals to use the OpenGL lighting facility, which is described in Chapter
More informationEmitted, Ambient, Diffuse, and Specular Light
What we want to understand here is: Computer Graphics and Applications Lecture 7: Lighting How realworld lighting conditions are approximated by OpenGL Render illuminated objects by defining the desired
More informationIT 386: 3D Modeling and Animation. Review Sheet. Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course
IT 386: 3D Modeling and Animation Review Sheet Sources: Notes from Professor Nersesian s IT 386: 3D Modeling and Animation course Notes from CannedMushrooms on YouTube Notes from Digital Tutors tutorial
More informationChapter 33D Modeling
Chapter 33D Modeling Polygon Meshes Geometric Primitives Interpolation Curves Levels Of Detail (LOD) Constructive Solid Geometry (CSG) Extrusion & Rotation Volume and Pointbased Graphics 1 The 3D rendering
More informationLEVEL 2. COLOR Applied. 1 Section 4 Color. Using Color in 3D Art. Selecting Colors When Working on the Computer:
1 Section 4 Color Using Color in 3D Art Selecting Colors When Working on the Computer: Remember that is was mentioned earlier that a better method for selecting color other than using simple common names
More informationOverview. Introduction 3D Projection. Volume Rendering. Isosurface Rendering. Sofware. Raytracing Modes for 3D rendering
3D rendering Overview Introduction 3D Projection Raytracing Modes for 3D rendering Volume Rendering Maximum intensity projection Direct Volume Rendering Isosurface Rendering Wireframing Sofware Amira Imaris
More informationINFOGR Computer Graphics. J. Bikker  AprilJuly 2016  Lecture 12: Postprocessing. Welcome!
INFOGR Computer Graphics J. Bikker  AprilJuly 2016  Lecture 12: Postprocessing Welcome! Today s Agenda: The Postprocessing Pipeline Vignetting, Chromatic Aberration Film Grain HDR effects Color Grading
More informationGuinness Noitulove. Lighting and Shading in OpenGL / Artistic Shading. Announcements
Now Playing: Guinness Noitulove Danny Kleinman Framestore CFC SIGGRAPH 2006 Multiply Jamie Lidell from Multiply Released June 13, 2005 Available online: http://www.metacafe.com/watch/35459/guinness_evolution/
More informationFur, Bumps, and Shadows. Alex Vlachos 3D Application Research Group Lead Programmer, Demo Team
Fur, Bumps, and Shadows Alex Vlachos 3D Application Research Group Lead Programmer, Demo Team AVlachos@ati.com Outline Fur Generation Tool Normal Mapper Tool Shadow Techniques Used In 9700 Animusic Demo
More informationLast lecture... Computer Graphics:
Last lecture... Computer Graphics: Visualisation can be greatly enhanced through the Introduction to the Visualisation use of 3D computer graphics Toolkit Visualisation Lecture 2 toby.breckon@ed.ac.uk
More informationLIGHTING IN MAYA. Malory Spicer Naila Zaman Sankalp Sharma Steve Tatz
LIGHTING IN MAYA Malory Spicer Naila Zaman Sankalp Sharma Steve Tatz OVERVIEW Six Types of Light Sources Attributes of Lights Shadows Shading Lighting Tips and Tricks LIGHT SOURCES SIX TYPES OF LIGHT SOURCES
More informationComputer Animation: Art, Science and Criticism
Computer Animation: Art, Science and Criticism Tom Ellman Harry Roseman Lecture 12 Ambient Light Emits two types of light: Directional light, coming from a single point Contributes to diffuse shading.
More informationAdvances in RealTime Skin Rendering
Advances in RealTime Skin Rendering Natalya Tatarchuk ATI Research Overview Subsurface scattering simulation Texture Space Lighting Irradiance Gradients Precomputed Radiance Transfer Additional tricks
More informationTwo Research Schools become ONE
www.cb.uu.se/~aht Anders.Hast@it.uu.se Two Research Schools become ONE 1996 213 27 1 www.cb.uu.se/~aht Anders.Hast@it.uu.se Collaboration between Two Research Initiatives 2 www.cb.uu.se/~aht Anders.Hast@it.uu.se
More informationTEXTURE AND BUMP MAPPING
Department of Applied Mathematics and Computational Sciences University of Cantabria UCCAGD Group COMPUTERAIDED GEOMETRIC DESIGN AND COMPUTER GRAPHICS: TEXTURE AND BUMP MAPPING Andrés Iglesias email:
More informationInstructor. Goals. Image Synthesis Examples. Applications. Computer Graphics. Why Study 3D Computer Graphics?
Computer Graphics Motivation: Why do we study 3D Graphics? http://www.cs.ucsd.edu/~ravir Instructor http://www.cs.ucsd.edu/~ravir PhD Stanford, 2002. PhD thesis developed Spherical Harmonic Lighting widely
More informationAdvanced Computer Graphics. Materials and Lights. Matthias Teschner. Computer Science Department University of Freiburg
Advanced Computer Graphics Materials and Lights Matthias Teschner Computer Science Department University of Freiburg Motivation materials are characterized by surface reflection properties empirical reflectance
More informationCS 314: Lights, More Shading, Recursive Raytracing
CS 314: Lights, More Shading, Recursive Raytracing Robert Bridson October 21, 2008 1 Normals in Diffuse Shading Last time we finished with the basic formula for diffuse (or matte, or Lambertian) shading:
More informationOpenGL ES 2.0 Lighting. CS421 Advanced Computer Graphics Jay Urbain, Ph.D.
OpenGL ES 2.0 Lighting CS421 Advanced Computer Graphics Jay Urbain, Ph.D. 1 Lighting effects concepts Objectives Modeling ambient and diffuse light Light sources Use lighting effects in OpenGL ES 2.0 References:
More informationBlender 3D Animation
Bachelor Maths/Physics/Computer Science University ParisSud Digital Imaging Course Blender 3D Animation Christian Jacquemin Introduction to Computer Animation Animation Basics animation consists in changing
More informationPointBased Color Bleeding. Per Christensen Pixar Animation Studios
PointBased Color Bleeding Per Christensen Pixar Animation Studios June 2009 Overview What is color bleeding? Other computation methods Pointbased color bleeding generating direct illumination point cloud
More informationCSE168 Computer Graphics II, Rendering. Spring 2006 Matthias Zwicker
CSE168 Computer Graphics II, Rendering Spring 2006 Matthias Zwicker Last time Global illumination Light transport notation Path tracing Sampling patterns Reflection vs. rendering equation Reflection equation
More informationFinite Elements for 2 D Problems
Finite Elements for 2 D Problems General Formula for the Stiffness Matrix Displacements (u, v) in a plane element are interpolated from nodal displacements (ui, vi) using shape functions Ni as follows,
More informationPolygon Scan Conversion and ZBuffering
Polygon Scan Conversion and ZBuffering Rasterization Rasterization takes shapes like triangles and determines which pixels to fill. 2 Filling Polygons First approach:. Polygon ScanConversion Rasterize
More informationVizard 3ds MAX Workflow
Vizard 3ds MAX Workflow Topics covered: Render to texture Complete maps Light maps Export settings Vizard Inspector Set viewport render properties Recent versions of max have added in a hardware renderer
More informationIntroduction Week 1, Lecture 1
CS 430/536 Computer Graphics I Introduction Week 1, Lecture 1 David Breen, William Regli and Maxim Peysakhov Geometric and Intelligent Computing Laboratory Department of Computer Science Drexel University
More informationThe Essentials of CAGD
The Essentials of CAGD Chapter 2: Lines and Planes Gerald Farin & Dianne Hansford CRC Press, Taylor & Francis Group, An A K Peters Book www.farinhansford.com/books/essentialscagd c 2000 Farin & Hansford
More informationCork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC
Cork Education and Training Board Programme Module for 3 Dimensional Computer Graphics Leading to Level 5 FETAC 3 Dimensional Computer Graphics 5N5029 3 Dimensional Computer Graphics 5N5029 1 Version 3
More informationBuilding Blocks Artist Driven Procedural Buildings. James Golding  Epic Games
Building Blocks Artist Driven Procedural Buildings James Golding  Epic Games Who Am I Started as Field Engineer at MathEngine Oxford, UK 19992003 Senior Programmer at Epic Games Raleigh, NC, USA Worked
More information52. Explain interrupt scheme for retrieving input data. Also explain any one algorithm for input device handling. 53. Explain the process of 3D
Computer Graphics 1. Derive the equation for the intercept form of the line. 2. Explain the frame buffer, point and pixels. 3. Describe the Digital Differential Analyzer (DDA) for line drawing. 4. Explain
More informationCSC Introduction to Computers and Their Applications
CSC 170  Introduction to Computers and Their Applications Lecture 3 Basics of Digital Graphics Bitmap Basics As digital devices gained the ability to display images, two types of computer graphics evolved:
More informationADVANCED SKIN SHADING WITH FACEWORKS. Nathan Reed NVIDIA March 24, 2014
ADVANCED SKIN SHADING WITH FACEWORKS Nathan Reed NVIDIA March 24, 2014 DIGITAL IRA Tech demo Collaboration with Dr. Paul Debevec at USC Lots of other inspiring work on skin & eyes [Penner10], [Jimenez12],
More informationImage Processing and Computer Graphics. Rendering Pipeline. Matthias Teschner. Computer Science Department University of Freiburg
Image Processing and Computer Graphics Rendering Pipeline Matthias Teschner Computer Science Department University of Freiburg Outline introduction rendering pipeline vertex processing primitive processing
More informationsuggestive contours and abstracted shading Daniel Arias
suggestive contours and abstracted shading Daniel Arias LINES AND SHADES Shape, volume, shades and texture in drawing lines as nonphotorealistic rendering technique Luis Caballero Suggestive contours Many
More informationLighting & Rendering in Maya: Lights and Shadows
Lighting & Rendering in Maya: Lights and Shadows with Jeremy Birn 3dRender.com 1. Introduction: Light and Color 12:09 Keywords: Maya Spot Lights, hardware preview of lights, High Quality Rendering, realtime
More informationMaking natural looking Volumetric Clouds In Blender 2.48a
I think that everyone using Blender has made some trials about making volumetric clouds. The truth is that a kind of volumetric clouds is already available in Blender for a long time, thanks to the 3D
More informationFreeForm 3D Mesh Warp User Manual. freeform created by mettle.com
FreeForm 3D Mesh Warp User Manual freeform created by mettle.com Contents 3 Installation 4 Controls 6 Controls  cont d 8 Support 9 Application FreeForm 3D Mesh Warp The FreeForm 3D Mesh Warp plugin for
More informationB2.53R3: COMPUTER GRAPHICS. NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions.
B2.53R3: COMPUTER GRAPHICS NOTE: 1. There are TWO PARTS in this Module/Paper. PART ONE contains FOUR questions and PART TWO contains FIVE questions. 2. PART ONE is to be answered in the TEAROFF ANSWER
More informationComputer science Case study: CGI
Computer science Case study: CGI For use in May 2016 and November 2016 Instructions to candidates ycase study booklet required for higher level paper 3. 6 pages International Baccalaureate Organization
More informationCourse Overview. CSCI 480 Computer Graphics Lecture 1. Administrative Issues Modeling Animation Rendering OpenGL Programming [Angel Ch.
CSCI 480 Computer Graphics Lecture 1 Course Overview January 14, 2013 Jernej Barbic University of Southern California http://wwwbcf.usc.edu/~jbarbic/cs480s13/ Administrative Issues Modeling Animation
More information. P. 4.3 Basic feasible solutions and vertices of polyhedra. x 1. x 2
4. Basic feasible solutions and vertices of polyhedra Due to the fundamental theorem of Linear Programming, to solve any LP it suffices to consider the vertices (finitely many) of the polyhedron P of the
More informationComputer Graphics Global Illumination (2): MonteCarlo Ray Tracing and Photon Mapping. Lecture 15 Taku Komura
Computer Graphics Global Illumination (2): MonteCarlo Ray Tracing and Photon Mapping Lecture 15 Taku Komura In the previous lectures We did ray tracing and radiosity Ray tracing is good to render specular
More informationLecture 11: Ray tracing
Interactive Computer Graphics Lecture 11: Ray tracing Graphics Lecture 11: Slide 1 Some slides adopted from H. Pfister, Harvard Graphics Lecture 10: Slide 2 Direct and Global Illumination Direct illumination:
More informationComputerGenerated Photorealistic Hair
ComputerGenerated Photorealistic Hair Alice J. Lin Department of Computer Science, University of Kentucky, Lexington, KY 40506, USA ajlin0@cs.uky.edu Abstract This paper presents an efficient method for
More informationLighting and Shading. Announcements. Written assignment #1 due Thursday. Programming assignment #2 out Thursday
Lighting and Shading Properties of Light Light Sources Phong Illumination Model Normal Vectors [Angel, Ch. 6.16.4] Announcements Written assignment #1 due Thursday Handin at beginning of class Programming
More informationPhysically Based Shading in Unity
Physically Based Shading in Unity Aras Pranckevičius Rendering Dude This is about physically based shading in upcoming Unity 5, and all things that fall out of that. I am Aras and have been working on
More informationLecture 6: Discrete techniques
Lecture 6: Discrete techniques Topics: 1. Buffer operations 2. Texture maps 3. Environmental maps 4. Bump maps 5. Opacity and blending 6. Depth cueing and fog Chapter 7, Sections 7.1, 7.2, 7.3, 7.6, 7.7.,
More informationCreating Your Own 3D Models
14 Creating Your Own 3D Models DAZ 3D has an extensive growing library of 3D models, but there are times that you may not find what you want or you may just want to create your own model. In either case
More informationBasic Principles of Surface Reflectance. Thanks to Shree Nayar, Ravi Ramamoorthi, Pat Hanrahan
Basic Principles of Surface Reflectance Thanks to Shree Nayar, Ravi Ramamoorthi, Pat Hanrahan Surface Appearance source sensor normal surface element Image intensities = f ( normal, surface reflectance,
More informationRealtime skin rendering on graphics hardware
Realtime skin rendering on graphics hardware Pedro V. Sander David Gosselin Jason L. Mitchell ATI Research Skin shading Most lighting comes from subsurface scattering Traditional Lambertian lighting
More informationSurface Modeling. Polygon Surfaces. Types: Generating models: Polygon Tables. Set of surface polygons that enclose an object interior
Surface Modeling Types: Polygon surfaces Curved surfaces Volumes Generating models: Interactive Procedural Polygon Surfaces Set of surface polygons that enclose an object interior Slide 1 Slide 2 Polygon
More informationRay tracing idea. Ray Tracing. Ray tracing algorithm. Plane projection in drawing. CS 465 Lecture 3
Ray tracing idea Ray Tracing CS 465 Lecture 3 2004 Steve Marschner 1 2004 Steve Marschner 2 Ray tracing algorithm Plane projection in drawing for each pixel { compute viewing ray intersect ray with scene
More informationCOMP175: Computer Graphics. Lecture 1 Introduction and Display Technologies
COMP175: Computer Graphics Lecture 1 Introduction and Display Technologies Course mechanics Number: COMP 17501, Fall 2009 Meetings: TR 1:302:45pm Instructor: Sara Su (sarasu@cs.tufts.edu) TA: Matt Menke
More informationRealtime Digital Dome Rendering Techniques and Technologies
Realtime Digital Dome Rendering Techniques and Technologies Robert Kooima, Doug Roberts, Mark SubbaRao June 2008, revised June 2009 Multiprojector digital dome systems are becoming commonplace, but realtime
More informationThe Ubiquitous Bresenham Algorithm as a Basis for Graphics Interpolation Processes
The Ubiquitous Bresenham Algorithm as a Basis for Graphics Interpolation Processes Steve Cunningham California State University Stanislaus rsc@csustan.edu Abstract The Bresenham line algorithm is a classic
More informationRay Representation. A ray can be represented explicitly (in parametric form) as an origin (point) and a direction (vector):
Ray Tracing Part II Ray Representation A ray can be represented explicitly (in parametric form) as an origin (point) and a direction (vector): Origin: r Direction: o The ray consists of all points: r(t)
More informationDraw Guide. Chapter 7 Working with 3D Objects
Draw Guide Chapter 7 Copyright This document is Copyright 2005 2011 by its contributors as listed below. You may distribute it and/or modify it under the terms of either the GNU General Public License
More information